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SpellChange MadeNotes
Color Spray

Targeting: Doesn't hurt self

Metamagic: No metamagic can change rolls for duration of effects, so removed the Empower and Maximize.

May update description + effects see notes.

The effects of the spell are a bit better than the SRD version but also a bit worse. Better when stunning only (stun seems much better than blindness!) but much better odds on a good Sleep duration (3 + 1d4 vs 2d4).

I'll leave as-is for now. But with EffectRunScript we can do some changes to effects (and clear them when the run script ends).

Displacement
Need to think of what to do to make this worth using over Improved Invisibility besides its spell level.
Ethereal VisageComponent added: SomaticWas missing Somatic but was in description and fits other similar spells
Ghostly Visage
Made up by Bioware possibly to replace Blur and Mirror Image they never got in.

Greater Shadow Conjuration

Shades

Shadow Conjuration

Corrected spell schools of subspells to Illusion

Fixed some metamagic omissions

Scripts: Will point to the original spells but need to take into account some things like say, a potion of Shadow Conjuration and drinking the Magic Missile version!

Will be reviewing in more detail/adding more spells/something else in Overhaul Spells - Shadow Conjuration

Potentially we should add in will saves to discount / lower damage if saves are made. Not sure.

Necromancy

Improved InvisibilityCounterspell: Invisibility purge

This could do with being reviewed. Possibly the duration (or improve Displacements duration).

Possibly "Once Invisibility is lost the concealment lasts for X rounds" (based on caster level) meaning it doesn't last foreverver.

Note: The engine does support "proper" improved invisibility, ie the "you stay invisible even if a hostile action occurs" but that way is madness.

Invisibility Sphere

Counterspell: Invisibility purge

Updated description: Re-entering doesn't provide invisibility again, and you can't see your allies (engine limitation).

We can't really action the "can see allies in area" due to engine limitations.
Mass Blindness/DeafnessCounterspell: Remove Blindness/Deafness

Not sure why this is Illusion other than "they don't have many offensive spells". The base version is correctly Transmutation, and this one was made up by Bioware.

Tempted to move to Transmutation when the Shadow Conjuration spells are improved.

Phantasmal KillerCounterspell: True Seeing


Shadow Shield

Bioware original spell. Similar to Ghostly Visage and Ethreal Visage probably just making up some useful spells for Illusion which has limited non-complex options.

SilenceClarified description.

We need a standard "Can vocalise" which includes a check for this used consistently for things like singing Bard Songs etc.

WeirdScripting: Fortitude save should be vs. Fear not Death Magic. It's not technically death magic.

Note SRD has the AOE at "Large" radius not "Colossal" but might be willing to give Weird the benefit of the doubt due to the cooler VFX and the fact Wail of the Banshee is just usually better (3.0E has this problem with several spells!)tz

Necromancy

SpellChange MadeNotes

Animate Dead

Counterspell: Sunbeam and Sunburst

Summons could do with a once over. The Necromancy ones in DND need a body, but we'd need to rework a lot of stuff to make that viable (ie keep corpses around, allow them to be essentially resurrected!). But it's a possibility.

Circle of Death

Counterspell: Death Ward

Amended description to have area be "Large" which seems sensible (matches VFX/script).


Circle of Doom

Counterspell: Healing Circle


Contagion

Counterspell: Remove Disease

Would be nice to have variable DC's for the Disease application so it scales better.

SpellChange MadeNotes

Circle of Doom

Counterspell: Healing Circle

Contagion

Counterspell: Remove Disease

Would be nice to have variable DC's for the Disease application so it scales better. Either lots of disease.2da lines or some new engine method.

Control Undead

Counterspell: Sunbeam, Sunburst


Harm

Counterspell: Heal

10 damage per level, will save for half, max 150 damage.

Does not affect constructs.

Main thing from 3.5E I'm stealing. Clerics just become the defacto best damager if this is left as-is.

Inflict Minor Wounds

Inflict Light Wounds

Inflict Moderate Wounds

Inflict Serious Wounds

Inflict Critical Wounds

AI Category changed to Harmful Touch from nothing (except critical, already set to that)

Added counterspells (equivalent Cure spells)

Minor Wounds: Increased to 4 base damage (will for half).

Does not affect constructs.

Not many big changes (except not versus constructs) minor wounds actually made usable though!
Ray of Enfeeblement

Counterspell: Added Bull's Strength

Metamagic: Silent removed

Description: Changed to "Maximum of +5" and Negative as the descriptor

Somatic only, plus counterspell wasn't added.
Scare

Metmagic: Silent added

Counterspell: Added Remove Fear

Has verbal components and fixed counterspell that was mentioned

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